Posts by BirkTKirk

Hi Pioneers!

This hotfix is addressing some of the more pressing issues on the Experimental version. It should fix two nasty multiplayer bugs that have been introduced in v0.3.4.0, crashing when a client joins and persisting visuals for dismantled buildings on client. There are some more fixes that you can check out in the patch notes below.

Next week we will likely have more fixes for you. Hope you all have a lovely weekend and thank you for playing! <3

PS: Yes, I forgot to add that Nuts & Berries should now regrow in the initial patch notes for Experimental. Whoopsie. There is currently a bug with the Nuts that will be fixed soon.

NEW FEATURE

  • Beryl Nuts and Paleberries regrow (since v0.3.4.0)

BUG FIXES

  • Fixed the World->bInTick crash that could occur when a client joins a game
  • Building visuals should no longer persist for client players after dismantling
  • Smart & Programmable Splitters should no longer back up on duplicate rule definitions
  • On screen sparks when building sh...
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HaznoTV

So much awesomeness!

Btw u/BirkTKirk, I assume "Freight Platform, from 500 to 2400m3" is supposed to say "Fluid Freight Platform, from 500 to 2400m3"?

It is, good catch! Updated it, thanks for pointing it out :D

EDIT: Now version 0.3.4.1 - Build 119646

And we got the first hotfix going up for our patch to Experimental. This one mainly addresses that existing Fluid Freight Wagons still only picked up 500m3 instead of the new possible amount of 1600m3.

Thanks for all the quick reports on the bugs! We are working on more fixes that will roll out when they are ready during the coming weeks.

BUG FIXES

  • Already existing Fluid Freight Wagons should now be able to take 1600m3 instead of only 500m3
  • When switching the Multiple Hotbars with arrows they should no longer skip Hotbars
  • Fixed some icons having the wrong resolution

Hi Pioneers!

We are doing a little update to Experimental with a bunch of fixes and improvements. A new feature we are introducing with this update is Multiple Hotbars! You will be able to switch Hotbars with the arrow keys by default (those standard bindings are likely to change in the future) and fill up a total of 10 Hotbars.

It took a while longer than it should have,...

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Edit: This version is now also live on Early Access.

Hi Pioneers!

We’ve got a tiny patch coming to Experimental now to test some more small fixes we have done, before they go on Early Access. The most notable change is that you should now always get resource refunds from Mass-Dismantle into your inventory if there is space.

Let us know if you encounter any issues with the new version and I hope you all are having a good time with the game.

Cheers <3

BUG FIXES

  • Fixed that mass-dismantle sometimes wouldn’t put refunded resources in your inventory if there is enough space
  • Potentially fixed a crash related to equipment
  • Fixed memory leak issues related to inventory replication
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EDIT: This version is now live on Early Access!

Hi Pioneers!

We are pushing a few more bug fixes to Experimental that we want to try out before they make their way to Early Access. These are mostly addressing small issues and fix some more rare crashes that still occur. Check out the list below for the specifics.

Hope you all are taking good care of yourself and each other. Best wishes from Sweden <3

BUG FIXES

  • Fuel Generators should no longer glow
  • Unpackaging Heavy Oil Residue now gives back the right amount of Canisters
  • Fixed all the floating Bacon Agaric Mushrooms in the Lake Forest
  • The game should no longer crash when putting used Equipment in the AWESOME Sink
  • Fixed a crash when connecting a new power pole to a circuit that have mismatching IDs in it. The system now handles mismatching IDs more gracefully, this was most likely caused by buildings being removed using a save game editor
  • Fixed some minor main menu issues and added the sound
  • The game should no longer crash wh...
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Hi Pioneers!

It is finally time, Update 3 is on Early Access! With it come pipes, fluid resources, the AWESOME Sink & Shop, Hyper Tubes, Dune Desert reworked as a new starting area, rebalancing the entire game, a bunch of optimisations, a whole lot of quality of life features, and so much more. These are probably the longest patch notes we’ve ever written for Satisfactory. Go check them out below and/or read more about Update 3 on our website.

https://update3.satisfactorygame.com/

All saves previously played on Early Access should load. Now, if you do load up an old save that hasn’t seen any of the Update 3 content yet, instead of starting a new game, proceed with caution. Due to the rebalance and recipe changes your existing factory buildings will either not produce parts or function below optimal efficiency. All generators other than Biomass and Geothermal require fluids now, so they won’t run until you set them up correctly. This means your factory will most likely not have any ...

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Hi Pioneers!

Another Tuesday, another update to Experimental. We are closing in on a release to Early Access but want to test these fixes on Experimental first to ensure the build is stable.

This patch includes updates to the translation files, several minor bug fixes and icons for resources and meshes that we changed. We also updated the Power Poles again to be more distinguishable and so they can be colored again.

Let us know what you think, and I hope you all have a good time with the patch. Cheers <3

LOCALISATION

  • Updated with the latest translations

FACTORY

  • Updated the mesh of all Power Poles to a colorable and more distinct design
  • New icons for changed resources:
    • AI Limiter, Crystal Oscillator, Circuit Board, Fuel, Hard Drive, Hazmat Filter, Hazmat Suit, Liquid Biofuel, Crude Oil, Heavy Oil Residue, Quickwire, Silica, Wire, Turbofuel
  • New icon for Stackable Hyper Tube Support
  • New icon for Personal Storage Box

WORLD

  • Fixed some holes in the world in a cave and...
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EDIT: Now version 0.3.3.1 - Build 116171

This hotfix adds stackable Hyper Tube support to the game and fixes some more bugs before the weekend. Most importantly we pushed another crash fix, the remaining Geysers should allow for Geothermal Generators to be built on them again, and we fixed some problems in the fluid system that could result in Pipelines not reaching maximum flow.

Let us know if any of those issues continue. Hope you all have a nice weekend!

FACTORY

  • Added stackable Hyper Tube Support

BUG FIXES

  • Pipes should now be able to reach maximum flow
  • Fixed a bug where some Geysers were still not usable
  • Overclocking UI now updates correctly when removing Power Shards
  • Buildings no longer stay overclocked when a client player removes the Power Shards
  • Overclocking UI now updates for client without having to open and close the menu
  • Miners no longer have a startup time when loading a saved game
  • Fixed a crash related to the music manager when loading a level that doesn’t exist
  • ...
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Hi Pioneers!

We’ve got another hotfix coming up which most importantly addresses the performance issues and introduces several balancing changes to the Refinery, oil refinement recipes and Alternate recipes.

Additionally, we fixed some crashes and minor bugs. The easiest way for us to debug on load crashes is when we have access to the saves that crash. If you crash on load and make a post about it on the questions site, feel free to attach your save file via a file sharing service to the post. It’ll help a lot with investigating these kinds of issues.

Please try out the balancing changes and let us know what you think on the questions site! Hope you all have a nice weekend <3

https://questions.satisfactorygame.com/

BUG FIXES

  • Fixed the performance issues introduced earlier
  • Vehicles and Trains now give the correct refunds when dismantled, even when the inventory is full
  • Potentially fixed a crash on load related to pipes
  • Fixed another crash related to dismantling the Hub via ma...
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EDIT: Now version 0.3.2.1 - Build 115821

Yesterday’s patch broke a bunch of things, so here is a hotfix to address some of the issues while we look at the others.

The falling through the world seems to have been caused when a corrupted world tile was loaded, which means it affected a large part of the map. We fixed that world tile and couldn’t reproduce the bug anymore. If you do still fall through the world at any part of the map, please report it on the questions site with a screenshot so we can investigate further.

We are currently looking into the decrease in performance and identified some issues that we are working on now. Hopefully we can push another hotfix for this issue soon. The respawning of enemies is being investigated further as well; we are currently looking into saves in which people encounter respawning within their factories to identify what exactly is happening before we start making additional changes.

There are some additional fixes in this version, like a fi...

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EDIT 2: Now version 0.3.1.2 - Build 115191

Today’s hotfix is a small one as well. Integrated objects like the HUB Biomass Burners and Terminal can no longer be copied via the middle mouse button. The instances of all the integrated HUB objects that have already been built should also be dismantlable now.

We are looking into a bunch more fixes, but I want to take a moment and talk about two issues in particular:

The creatures that are respawning in factories are the result of reworking the respawn system, which was not functioning properly before Update 3. We are still working on adjusting this system, so bear with us while we identify all the cases in which creatures should or shouldn’t respawn, and make sure these cases are covered. The flying buggers in factories might be a different issue though. We are looking into it.

Some people’s Water Extractors also stopped functioning in one of the later updates. This is due to us changing the Water Volumes (not the actual graphics but a...

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Edit: Due to hotfix now version 0.3.0.2 - Build 114480

Hi Pioneers!

The first hotfix for update 3 is out now. In this one we are addressing several crashes, most notably one that occurs for some older saves on start-up and is related to the new Project Assembly Parts. Overclocking in the MAM now has the cost it should have (which is NOT 20 Power Shards. Whoopsie), and some other wrong recipes have been fixed as well.

We also fixed the issue that Water Extractors stopped producing when loading and that sometimes recipes have to be reset in the machines on load. The Water Extractors that have stopped functioning will likely have to be rebuilt.

Thanks for all the issue reports, we are churning through them steadily and many more fixes are on their way.

Hope you all are enjoying the update so far!

BUG FIXES

  • Fixed a crash on load related to new space elevator parts that happens on older saves
  • Pipeline description now states the correct maximum throughput
  • Flower Petal research 3...
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EDIT: Now version 114228 due to a hotfix.

Hi Pioneers!

Here it is, the long sought-after Update 3 out on Experimental! Before I tell you anything about it, you might want to check out the trailer we made for it. Or just jump straight into the patch notes, do whatever makes you happy! Also, a reminder that all your existing factories will have to be majorly refactored in this version of the game, due to the amount of changes we have made.

https://www.youtube.com/watch?v=UIEnhYio0VQ

And now, let’s take a look at what we’ve got for you. We’ve joked a lot about Pipes ever since people started requesting them, but now they are finally in the game! And the changes they introduce to Satisfactory are significant. You can find all the details in the patch notes, it’s a whole lot of resources, building changes, building additions, and more.

We’ve also added a way for you to sink your excess resources and get something in return via the A.W.E.S.O.M.E. Sink & Store, which we both teased al...

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The legends at Coffee Stain North (at the time still called Gone North Games) made this game. :D

It was published by Coffee Stain back then.

[UPDATED] There has been one update to Experimental, making it v0.2.1.20 - Build 109693. In it we fixed the power issues with trains introduced in the Experimental update on November 26th and that the "Wall Conveyor Perpendicular" was missing from the build menu. We happened to have time for this one, but don't expect more bug fix updates on Experimental. We are still focusing on Update 3.

Hi Pioneers!

Today we've got TWO different builds, one going on Early Access and one on Experimental. Early Access is pretty straight forward, we fixed Persian and Ukranian, added Hungarian and we updated all languages with the latest translations. Nothing scary there, Early Access should be exactly as stable as it was before.

Now the Experimental update is a different beast. We have upgraded our engine version and implemented some optimisations we would like to test with you all. Specifically the engine upgrade touches a lot of the code, which means it can introduce many bugs all across the gam...

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Hi Pioneers!

The train fixes, cloud save preparation, mass dismantle and uObject optimisations we have been pushing to Experimental are now live on the Early Access version. These patch notes summarise all changes that have been made while we were patching Experimental. We’ve had a bunch of disclaimers on Early Access, but I will stress it here once more: Backup your saves before you start playing, we are messing with them in this build!

You can find some detailed info about it on our blog or watch the video we released with information on the topic of Cloud Saves.

https://www.satisfactorygame.com/blog

https://youtu.be/t1LfyNfuMVQ

Hope you all enjoy the new stuff and improvements to the trains. This will not be the last time we work on them, we plan to add more improvements and depth to the system in the future. For now we are shifting our focus fully to Update 3 for this December's release.

Cheers <3

SAVE SYSTEM

  • Save files will now be compressed
  • Old saves will be migrated...
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Hi Pioneers!

Is this the smallest patch we ever released? We’ve got exactly two things for you in this tiny update to Experimental: Last patch we fixed that entering a Train doesn’t autorelease the brakes (which caused some issues) and instead the brake needed to be manually released by pressing space. That caused some confusion, so we added a feature that when you get into the Train and try to move forwards or backwards (W or S in the standard case) the brakes are automatically released.

We also noticed that more people are starting to get the uObject crash, which happens when there are too many objects in the game. This can be the case in exceedingly large factories and is something we are optimising the game for.

In this patch we are pushing an optimisation for this case that we want to try, which should reduce the amount of uObjects significantly. This still means that, if you play long enough and build enough structures, you might hit the limit again.

We are always continuing...

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Hey Pioneers!

We’ve taken care of a few more (mostly) train related bugs. One of the bigger fixes here is that Trains should no longer get stuck in docking due to multiple stations being connected. Generally, the trains are now much more stable than before, so we will be pushing the changes to Early Access in the near future.

Cheers <3

FIXES

  • Crashfix: Fixed some crashes related to Mass Dismantle
  • Bugfix: Pathfinding bug when a locomotive is on the station track segments.
  • Bugfix: Trains will no longer be stuck in docking due to multiple linked stations. (This means generally, Trains should no longer get stuck in docking).
  • Bugfix: Update the master locomotive for player driven train during load.
  • Bugfix: Update locomotive input correctly during load.
  • Bugfix: Entering a train no longer auto releases the brakes, needs manual release with space.

KNOWN BUGS

  • Disabling the AI from within the train sometimes causes the train to not be driveable until you re-enter the train.
  • Turning ...
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Hey Pioneers!

Here we go, another hotfix on Experimental to make it as stable as possible before the weekend. Now we will be keeping an eye on how it goes for you all on Experimental until Monday and then we will evaluate if we can push the build over to Early Access or need to do some more work before that happens.

Keep reporting any issues you find, so we can take care of them!

Cheers <3

FIXES

  • Crashfix: Dismantling the station a train is going to was causing a crash.
  • Bugfix: When a bidirectional train "reverses" it will now brake correctly. Fun fact: -100 km/h is indeed below a speed limit of 15 km/h.
  • Bugfix: Appending an AI controlled train doesn’t make the AI lose control over the train anymore.
  • Bugfix: Unmanned trains (not driven by player or AI) now automatically apply their brakes.
  • Bugfix: If you dismantle a track a train is on, you can now dismantle the train that gets left in the air.
  • Bugfix: Dismantling now displays the name of the building you are aiming at again. (...
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Hey Pioneers!

We’ve got a hotfix fixing some of the Train fixes coming in for you on Experimental. These patch notes are a little bit different, as in that we also have a list of known bugs in here. Those bugs are NOT fixed yet, but we are aware of them and are working on fixing them up.

Thanks to everyone daring to be Experimental and helping us find these issues so we can iron them out for you. Keep reporting whatever you find!

Cheers <3

FIXES

  • Crashfix: Manual docking would sometimes crash, the crash is avoided but it's likely that the train won't dock if this case occurs. We still need a better reproduction case to fix this properly. A workaround for now would probably be to just exit and then enter the train again.
  • Crashfix: Trains sometimes crash on client or when exiting the game.
  • Bugfix: The reverser would be incorrectly updated for bidirectional trains causing them to not be driveable in one of the directions. This affected both player and AI.
  • Bugfix: The 8x1 Foundatio...
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